Title: Physiological responses to violent game events: Does it matter whose character you kill?
1Physiological responses to violent game events
Does it matter whose character you kill?
THE CENTER FOR KNOWLEDGE AND INNOVATION
RESEARCH H E L S I N K I S C H O O L O F
E C O N O M I C S
- J Matias Kivikangas, M.A. Niklas Ravaja, Ph.D.
- CKIR, Helsinki School of Economics, Finland
- email ravaja_at_hse.fi
2Background
- Previous studies have shown that different
violent and nonviolent game events elicit
differential phasic emotion-related
psychophysiological responses - Ravaja, N., Saari, T., Salminen, M., Laarni, J.,
Kallinen, K. (2006). Phasic emotional reactions
to video game events A psychophysiological
investigation. Media Psychology, 8, 343-367. - Ravaja, N., Turpeinen, M., Saari, T., Puttonen,
S., Keltikangas-Järvinen, L. (in revision). The
Psychophysiology of James Bond Phasic Emotional
Responses to Violent Video Game Events. Emotion. - Previous studies have also shown that the type of
opponent (computer, stranger, friend) influences
emotional responses as indexed by tonic
psychophysiological measures (mean values during
the game session) - Ravaja, N., Saari, T., Turpeinen, M., Laarni, J.,
Salminen, M., Kivikangas, M. (2006). Spatial
presence and emotions during video game playing
Does it matter with whom you play? Presence
Teleoperators and Virtual Environments, 15,
381-392. - A question arises
- Does it matter whose character you kill?
- Do phasic emotion-related physiological responses
to violent events differ as a function of
opponent type (computer, stranger, friend)?
3Methods
- Participants
- Participants were 99 (51 male and 48 female)
Finnish undergraduates, who ranged from 19 to 34
years of age (mean 23.8 years) - Participants participated in the experiment in
groups of three same-sex persons. In each of the
33 groups, two of the participants were friends
who knew each other before and one was a person
unknown to the others (i.e., a stranger). - In the present study, we used only the
self-report and physiological data collected - from the 33 so-called main participants.
- Game
- Super Monkey Ball Jr. (Sega Corporation, Tokyo,
Japan) and Duke Nukem Advance (Take 2
Interactive, Berkshire, UK). The games were
played with the Nintendo Game Boy Advance console
(Nintendo Co., Ltd., Kyoto, Japan). - Design
- A 2 (Game Super Monkey Ball Jr., Duke Nukem
Advance) ? 3 (Opponent computer, stranger,
friend) within-subjects design was employed
4Methods
- Physiological measures
- Facial electromyography (EMG)
- Provides a direct measure of the electrical
activity associated with facial muscle
contractions (an important form of emotional
expression) - Zygomaticus major (cheek) muscle area
- An index of Positive Affect (PA)
- Orbicularis oculi (periocular) muscle area
- An index of PA
- Corrugator supercilii (brow) muscle area
- An index of Negative Affect (NA)
- Electrodermal activity (EDA)
- The primary psychophysiological index of arousal
- As people experience arousal their sympathetic
nervous system is activated, resulting in
increased sweat gland activity and skin
conductance
5Dimensional Model of Emotion
6Methods
- Game Events
- The exact onset times of predefined game events
were determined by examining the played games,
frame by frame, using V-ToolsPro 2.20 software. - We scored four different game events
- The players character (own PC) wounded an
opponent character (NPC/PC Opponent Wounded) - The players character (own PC) killed an
opponent character (NPC/PC Opponent Killed) - The players character (own PC) was wounded by an
opponent character (NPC/PC Own PC Wounded) - The players character (own PC) was killed by an
opponent character (NPC/PC Own PC Killed)
7Methods
- Data Analysis
- Mean values for the psychophysiological measures
were derived for one 1-s epoch before each event
(Second 1) and for six 1-s epochs after event
onset (Seconds 2 to 7). The data were analyzed by
the Linear Mixed Models procedure in SPSS with
restricted maximum likelihood estimation and a
first-order autoregressive covariance structure
for the residuals. - Event-related changes in physiological activity
were tested using the following orthogonal
contrasts - Linear trend across seconds 1 to 7 (Contrast 1a)
- Quadratic trend across seconds 1 to 7 (Contrast
1b) - Friend vs. Stranger Linear Trend across Seconds
1 to 7 (Contrast 2a) - Friend vs. Stranger Quadratic Trend across
Seconds 1 to 7 (Contrast 2b) - Computer vs. Friend and Stranger Linear Trend
across Seconds 1 to 7 (Contrast 3a) - Computer vs. Friend and Stranger Quadratic
Trend across Seconds 1 to 7 (Contrast 3b)
8Hypotheses and Results I
- H1 The wounding and death of the players own
character will elicit PA as indexed by increased
zygomatic and orbicularis oculi EMG activity.
Event Own PC killed
Event Own PC wounded
Contrast 1a, p lt .001 Contrast 3a, p lt .001
Contrast 1b, p lt .001
9Hypotheses and Results II
- H2 Killing or wounding the PC of another human
(friend or stranger) will elicit greater PA as
indexed by zygomatic and orbicularis oculi EMG
activity compared to killing or wounding a NPC.
Event Opponent Killed
Event Opponent Wounded
Contrast 3b, p lt .001
Contrast 3a, p lt .001
10Hypotheses and Results III
- H3 NA as indexed by corrugator EMG activity will
increase in the order of killing or wounding a
NPC lt killing or wounding the PC of a stranger lt
killing or wounding the PC of a friend.
Event Opponent Killed
Event Opponent Wounded
Contrast 2b, p lt .001 Contrast 3a, p lt .001
Contrast 3b, p lt .001
Contrast 2b, p lt .05 Contrast 3a, p lt .001
11Hypotheses and Results IV
- H4 Physiological arousal as indexed by EDA will
increase in the order of killing or wounding a
NPC lt killing or wounding the PC of a stranger lt
killing or wounding the PC of a friend. - H5 Physiological arousal as indexed by EDA will
increase in the order of the players character
is wounded or killed by a NPC lt the players
character is wounded or killed by the PC of a
stranger lt the players character is wounded or
killed by the PC of a friend.
Event Own PC Wounded
Event Opponent Wounded
Contrast 3a, p lt .001
Contrast 2a, p lt .001 Contrast 3a, p lt .001
12Conclusions
- Although counterintuitive, the wounding and death
of the players own character elicits some aspect
of PA - Killing and wounding the PC of another human
elicits both greater PA and NA compared to
killing and wounding a NPC - Arousal associated with all types of violent game
events increases in the order of playing against
a computer lt playing against a stranger lt playing
against a friend